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Town Hall Meeting feat. Russ Bullock

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Town Hall Meeting feat. Russ Bullock

Mensagem  FlipOver em Qua Set 10, 2014 11:22 am

É uma vergonha ter de encontrar isto primeiro num site alternativo mas cá vai para quem esteja interessado:
[Você precisa estar registrado e conectado para ver este link.]

Para quem queira um resumo, creio que um user o fez isso muito bem:
Posted by DV McKenna:

"Throw IGP under a bus

Promise improvement in the future

Throw IGP under a bus

Dial back on previous statements (no clan reinforcement pack and now there is one)

UI 2.0 updates to come- smurfy style; store overhall.

New user expirence will have to wait

Throw IGP under a bus

Maps cost 40k to make now with reused assets

Community warfare soon "

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Re: Town Hall Meeting feat. Russ Bullock

Mensagem  gh0s7m3rc em Qua Set 10, 2014 1:10 pm

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Re: Town Hall Meeting feat. Russ Bullock

Mensagem  Lex Peregrine em Qua Set 10, 2014 2:04 pm

Ora isso é o q eu tava à espera, de algo que eu possa ler no trabalho Wink
Mt obrigado!

Quanto ao jogo novo, já lá tá mais info, sinceramente n acho q tenha qq interesse qd vêm aí tanto o Star Citizen como o Elite Dangerous.

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Re: Town Hall Meeting feat. Russ Bullock

Mensagem  FlipOver em Qua Set 10, 2014 5:54 pm

Lex Peregrine escreveu:
Quanto ao jogo novo, já lá tá mais info, sinceramente n acho q tenha qq interesse qd vêm aí tanto o Star Citizen como o Elite Dangerous.
Tu não digas uma coisa dessas!!!

Estamos a falar da PGI, conhecido gigante criador de grandes jogos como [Você precisa estar registrado e conectado para ver este link.]!!! Esses gajos metem a mão num jogo e fazem frente a qualquer outro! Razz

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Re: Town Hall Meeting feat. Russ Bullock

Mensagem  Lex Peregrine em Qua Set 10, 2014 6:00 pm

hehe

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Re: Town Hall Meeting feat. Russ Bullock

Mensagem  FlipOver em Sex Nov 14, 2014 1:49 pm

Town Hall Meeting de dia 13: [Você precisa estar registrado e conectado para ver este link.]

Resumo -> [Você precisa estar registrado e conectado para ver este link.]

Spoiler:

Here we go

# Primary Topic - Community Warfare

#Are you really dropping all the regular maps and going 100% invasion for CW?
- Changes in CW has made it harder to use the old maps and modes
- 2 Confirmed Maps... 3rd will be complete in early Dec Alpine theme, Canyon Network theme, Caustic Valley Theme
- 3 different lance dropzone for Leopard dropships
- Normal maps won't be included in CW intitially.. will need to be upgraded/overhauled to support new Invasion functionality


# Due date for CW Dropship testing?
- Tomorrow Nov 14 - starts Friends and Family CW Testing
- Its big feature so need encompassing testing
- Dec 2nd patch very light
- Dec 16th still target for CW release
- Need to decide on Invitation mechanic for testing


# Will Solo Faction Players be supported in CW without units?
- Yes we expect you to be reasonable participate in CW
- Attack and Defend as a Solo Player with Contracts
- Que will build up to 12 players and then launch.. mix of Solo and Group


# Attack windows seem very inconvenient any chances they will be changed?
- Attack Windows gone.. open all the time
- Will watch ques and put in extra Calls to Arms during peak times to draw people into CW
- Want to support players to exist exclusively in CW.
- Will watch battles alot / gating implemented to try to prevent auto wins. Perhaps a 10 minute wait for defenders to show up
- Need to get alot of real data to help make decisions


# How are you going to prevent large factions from ganging up on smaller and what rewards will you provide if you help them out as Mercs?
- Capital can never be taken... always a base
- All factions will initially start to pay the same to attacks
- Can alters reward structure as the game goes to help out weaker factions
- Smallest Faction is atleast 1000 players


# what are you going do to maintain faction balance?
- Change rewards to influence player behavior


# Will Dropships be armed?
- Will be armed and customized with turrets.. Significant damage output to prevent spawn camping


# Can you separate CW and Competitive players by allow people to be in both a unit and SolarisVII stable?
- Not now.. but in the future


# Large units have both hardcore IS and Clan players... can this be supported?
- No.... This is why they went with Contracts to allow individual players to switch sides.
- Probably never salvaged mechs allowing IS unit to have Both Clan and IS mechs on same side
- Clan tech on IS mechs? YES, but way down the timeline


# Will the Concept of Attrition be in CW?
- Not in the beginning
- plays into logistics which isn't available at the beginning
- Doesn't want to handicap players since this modifies and sent players away


# What are the planned limitation on Group Creation in CW?
- None.. this is suppose to be hardcore mode
- Large Groups and Competitive teams are not going to be stopped by groups of Solo Players. The Counter for these are more of the same.
- Big groups want to see big rewards.
- Solo player support needs to be watched, as its going to be very hostile for these players, but there will be trade offs that will need to be evaluated.
- Probably very tough for Solo players
- Battle Wheels and VOIP additions on the board to get into the game.


# Warning to Solo player that click on Faction Tab so they know how dangerous CW will be for them?
- No


# Set of Module of cost more mech with upgrades. Makes Dropship mode VERY expensive to outfit mechs. Will this change
- Maybe change modules system to that modules are cheap but are permanent additions to mech.
- Perhaps MC to remove them like WoT
- likes the expensive but interchangeable


# What will make Permanent Contracts stand out for Long Term
- Longer the the higher the multiplier for LP
- Permanent created to support those types of players that don't want to
- expect vast majority of players to do 1 2, or 4


# Intensives to use Faction Mechs in CW?
- Probably not since it will be limiting to the player... maybe in the future


# Will you force 1PV only for CW
- Sure it makes sense but He really doesn't care about forcing it


# Will Faction Rewards be truly special?
- Wants to make truly unique rewards (player driven)
- LP will be under used to start with
- 20 levels of LP... Phoenix packers will start between Lvl 1 and 3
- Titles will appear in game within 1 to 2 months of CW launch
- Decal system will launch shortly after CW launch
- Wants to avoid Faction skins since the time involved to create them is immense.
- to start with will look an achievement system.. will evolve over time.
- Perhaps add in discounts for equipment
- Will get lower rewards if added and you are already higher level


# CW Summary?
- All Players be set at Mercs - Now Choose
- No planned Seasons, want persisent, much might need to reset at some point
- Contracts to start 1, 2, 4 months and permanent
- Want to make faction decision feel weighty
- Each Attack / Defend Contracts will tell you the rewards upfront
- LP as you fight
- Unit Players will ALWAYS drop as a Unit/group.. never solo
- As you gain planets the map will change
- Highest Performing in attack/defend Unit Tag will appear next to Planet
- Universe Map has had a major upgrade
- 140 to 240 starting dropdeck
- Will vary by planet.. but 140 to 240 will be most common
- 3rd Person view as the initial drop starts
- First Death sends you back to drop ship lobby and select next mech
- 30 second respawn timer
- Thinks match lengths last no more than 30 minutes
- Main Objective will be giant anti-drop ship gauss rifle
- 24 hours to fight over 11 zone. who ever has 6+ zones at the end gets the planet
- December 16th is the target release
- Beta Test with Friends n Family starting Nov 14th... will expand via invitations
- Initially Faction will care BETA tag so that we know its a work in progress
- Probably wont have Drop Costs to start with. Unit Coffers wont be needed to start
- Wants Coffers to be able to upgrade planetary defense upgrades


# Whats the incentive to go Merc vs House?
- None to start with, tossing around ideas for change in rewards
- Would like to evolve it.
- wants to prevent faction flipping as much as possible to prevent gaming the system for better rewards
- will take ideas from players on how it can be improved


# What were your takeaways from the Weekend Challenge with Weight Limits to help Group Queue MM
- Keep 3/3/3/3 in UI make it more restrictive 2 - 1/1, 4 1/1/1/1, 8 2/2/2/2, 9 3/2/2/2
- Provide Small Handicap to Small groups... with tonnage restrictions 2 man 60 - 175 3man 120 -230tons 12man 480 - 720
- Match up group sizes on each side
- Layer in Average ELO for groups
- Reintroduce Game Mode voting with ability to veto ONE and Only One Mode


# When will these changes be made?
- After Christmas


# Are you worried about player backlash on this proposal?
- Players have to accept things have to change for the betterment of the game. Something has to give.. cant get something for nothing.


# Any plans to fix JJ animation on certain mechs that allows them avoid/spread damage?
- Aware of issue but not near future fix.. 2015


# TTK Triple HP on all mechs to make everyone will more survivable?
- Match Length since Quirks has dropped only 15 seconds.
- Trying to find a good way track this better.
- Based on Match length the TTK probably has only drop a small amount.
- Might consider increasing Armor and HP in short term.
- Current Meta from their stand point is all MPL and SRMS now.
- Looking for balance... always going on


# If we get Clan Hero Mechs will they get Omnipods or Locked Hard points
- Assume there will mechs but no timeline
- Not really thinking about them right now so can't really answer it well
- Don't see Clan Hero mechs breaking Omnipod rules.


# What was the result of the community outreach on ECM?
- Still committed to attacking the ECM problem with directed Town-halls
- Probably post Christmas
- wants to talk ECM, Ghost Heat


# Do you have plans to review mechs that have fallen short of the mark on Quirks?
- already have a list building
- probably no changes until Dec 16th build at the earliest and even then will be small to start


# Add Non Weapon IS Quirks? Consumable, Sensor Range, etc...
- Absolutely but no list right now


# What was the reason for adding the S Variant of the Timberwolf... seems overpowered. Consider changing it to provide better balance?
- Wont be removed from game
- Can't forsee everything.. sometimes things get added. Sold alot.. not going to take it away from anyone
- Nerf it? Maybe... but that's apart of the balance equations... maybe add negative quirks


# Would you consider a longer release schedule because of the price point of mech packs?
- yes


# Possibility for a bigger, more organized, better marketed tournament?
- Yes, would love one soon!


# Urbanmech ETA?
- Alex has mocked up the Urbanmech


# How the API coming along?
- didn't comment


# How is VOIP coming along?
- not worked on at all... want Buckton on it soon.. A TOP priority


# Command Wheel?
- Would like but not priority


# Any plans for global help and chat tabs?
- Huge revamp of UI underway
- Smurfy Mechlab + Collapse Smurfy view
- Potential to drag weapons directly onto the mech
- Alot of work.. most after the New Year
- If going to go Steam 1st 1/2 of next years need a FTUE overhaul including help and new tutorials
- No ETA


# UI 3.0 when?
- You can call the above 3.0 if you want
- 1st 1/2 of 2015
- He will call it 2.5
- it will be wicked


# Colorblind friendly mode for UI?
- Doesn't have an answer?


# Plans to take smaller maps out of rotation, enlarge or revamp them?
- Been talking about reworking them
- Using them for FTUE to ease new players into the game in 4v4 games


# Any Re-flavoring of existing maps in the works?
- Possible
- Working on Time of Day functionality probably see it in CW Invasion maps first


# Would be nice to have a module swapper
- Much easier in new UI..
- will know what mechs they are on!!!!!!


# Map release schedule? How often?
- Fairly quickly AFTER CW
- Maybe as much as once a month for re-flavored maps
- 5 new maps this year... just sayin


# Will some maps be available for Dropship mode and Public Que modes?
- Effort need to make the two compatible... definitely not day one of CW... in the future maybe


# How happy are you with Clan Engine XL drawback? Most players don't seem to notice it
- We can grow it pretty easy
- For now no immediate plans to change it
- Will wait for CW and review


# Mech Collisions and Knockdowns implemented soon?
- Top Priority for Russ.. but need resources to become available after CW to look at it


# Will we get additional Omnipods added to Ice ferret and Summoner to give them more variety?
- Yes but no schedule at the moment


# Is PGI willing to create variant for Chassis that don't have lore variant that are available?
- Yes


# Custom Hangers for MC? Things to customize Hangers
- Great idea! Just need available resource


# Mauler Update?
- Not really but its an obvious good candidate


# Considered IIC mechs?
- Yes.. will be a timeline thing
- Very focused on Clan Invasion


# Any last comments?
- Very glad we got chance to have another one before CW release
- Work very hard to get CW into the hands of the community ASAP
- Some players will be disappointed but that will always happens you do your best to please as many as possible.

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Re: Town Hall Meeting feat. Russ Bullock

Mensagem  gh0s7m3rc em Sab Nov 15, 2014 2:58 am

Mech Collisions and Knockdowns, yay. No
Num MMOFPS, não estou a ver como é que isto vai ser melhor agora do que foi outrora. Ainda uns dias atrás, estava com o meu Spider a meio de um Skirmish, um mech da minha equipa passou por mim e bateu em mim e matou-me: uma das minhas pernas estava cored (sem armour), e tinha alguma munição ainda nessa. Resultado, ao passar por mim fez-me 0,1 dmg que foi o suficiente para destruir a perna e rebentou a munição, que deu cabo do motor XL255. Killed by AMMO EXPLOSION Neutral

E também não tenho a certeza acerca dessa de que quaisquer jogadores que façam parte de uma unidade, só podem participar em CW com a unidade. Resultado, nenhum de nós pode fazer CW sozinho, temos que esperar que apareçam membros da unidade. Ele não especificou, mas e se forem precisos 12 para fazer grupo? scratch

Sei que ainda passou pouco tempo desde que começaram a comunicar mais com a Comunidade, mas continua a parecer-me tudo tão... incerto. O pessoal da PGI tem ideias e projectos, mas não sabem (de todo?) se conseguem realizá-los. Com toda esta onda de crowdfunding, jogos que não passam de alphas e betas porque, afinal, os devs não conseguem fazer o que prometeram com o motor de jogo, talvez não seja exactamente comum, mas tem estado a acontecer, e não deixa exactamente uma boa impressão comigo...
Oh well. Mesmo assim, ainda penso comprar o Hero Shadow Hawk que deve ser anunciado esta próxima Terça, dia 18. O Locust, só se tiver mesmo ECM. lol!
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Re: Town Hall Meeting feat. Russ Bullock

Mensagem  Lex Peregrine em Sab Nov 15, 2014 10:51 am

pelo q percebi dará para fazer grupos mais pequenos pois as batalhas terão mistura de grupos com solo players.

para além disso pareceu-me q tb será possível encontrar do outro lado apenas solo players, o q fará a coisa mais facil para um grupo bem organizado.

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Re: Town Hall Meeting feat. Russ Bullock

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